Yes only Visual Studio 2013/15 are supported now. Just head over and grad the free community edition here and latest cmake(3.7) here. Talking of CMake, i have nearly finished fixing up the old project manager to handle the cmake build system so should make it easier for everyone as you don't have to deal directly with cmake.

Thank you for you guys, I don't really think i need PhysX now, bullet works just fine for me. And I am totally new here and know very little about the Torque3D, I think it a great engine and the development is just very active, so i want to use it for my game, i just haven't find out where to get started for now, compiling maybe a good start, then what i don;t know. So i am here to seek some help, you guys are very nice, thanks again.

I would use the default setup with default physics if you are new, since it works and is fine for the most things you may want to do.Bullet offers better physics, but still has issues here and there, so only use it, if your game is about physics.And if you are not doing engine changes, you do not even need to compile it, you can use the precompiled version, only if you release your product you may look into making your own builds.

Just to note for Torque3D 3.10+:cMake 3.62 ot 3.71 (previously pre-3.62) and VS 2017 Community (the free one) and don't call your project name/folder test cos that's the only word cMake doesn't like, and the cMake console is really small to scroll through all the spam to find the line where it tells you not to call it "test".

Steve_Yorkshire wrote:Just to note for Torque3D 3.10+:cMake 3.62 ot 3.71 (previously pre-3.62) and VS 2017 Community (the free one) and don't call your project name/folder test cos that's the only word cMake doesn't like, and the cMake console is really small to scroll through all the spam to find the line where it tells you not to call it "test".